Re: How can i open or convert that audio format???

I extracted and tried to open with some audio players but does not recognize.

Some audio players or all audio players?

If you can play it you can record it as it's playing with Audacity or another audio editing/recording program. (Or, Audacity with the optional FFmpeg import/export library may be able to open & convert it.)

Re: How can i open or convert that audio format???

I found a program, i can open it with Foobar2000.I converted any custom music and replaced the game's music, but the song gets mute, I think it's because I have converted it with a newer version, LancerMod... 1.3.5The problem now is: how can i convert an custom music music to ogg format BS; LancerMod(SSE3) (based on aoTuV [20110424]) on Windows.

I only find the BS; LancerMod(SSE3) (based on aoTuV [20110424][1.3.5])

Re: How can i open or convert that audio format???

The problem now is: how can i convert an custom music music to ogg format BS; LancerMod(SSE3) (based on aoTuV [20110424]) on Windows.

That is just the version of the Vorbis encoder used to make the file.

It sounds like the file is in some custom format that is similar to Ogg but not quite the same. A simple idea: take your track and add the custom bytes before the "Oggs" to the front of your files and see if the game understands the file?

Re: How can i open or convert that audio format???

Sounds like a modified Ogg Vorbis file from a video game (there's games that like to create non-standard Ogg files.) If that's the case, you could try searching for a music converter or "ripper" for that video game, which is able to convert the files to standard Ogg.

Re: How can i open or convert that audio format???

Posting the string side of the hex editor is very useless because it is binary data. The hex data would be more useful here.

How does the ending of the weird vorbis file look like?

Looks like a header on top of a header because the developers were too lazy to parse from the original file header or they want to put everything in exotic proprietary containers to prevent you from changing the files.

Can you find some values that are typical to sample rates, channel-count, file-size or length if you read the values as 2- or 4-byte using your hex editor? Try both, big-endian (the highest byte comes first) and little endian (the lowest byte comes first).

If so, you could try to add that header to your new file with adjusted value.

Game audio engines are often very picky with audio formats. You would be safe if you encode the vorbis with the same samplerate, bitrate and channel-count as the original file used. Probably, you must remove the tag data from your vorbis file, if there is any.

Basically, vorbis is vorbis regardless which encoder is used. But it might be that some encoders use parts of the specification that isn't fully implemented in the decoder of the game sound engine. So it might be helpful to try different encoders or encoder versions in this case.